Yeah, 8A+B, 66A+B, and 4A+B are his most important bubbles in SCV in my experience. I haven't labbed the specifics of the TD K setup (I just started doing it in matches as random jank to see what I could get away with) but outside of 1B's range it seems to work. It may be possible to evade at some ranges but it has low enough recovery that you can get BT A+B/BT B+K into more nonsense.
You can also confirm the 2A+B after the 1B and see if you can land 66B+K off it, which works when the opponent doesn't ukemi and the bubble hits their legs when they're almost recovered from the stun and they're "planking".
66A+B is one of his best mid-range tools. Massive hitbox to one side, completely stops backdash, takes people by surprise with its range, reasonably fast, 40 damage, knockdown, TC/TS, difficult to JG--this move has it all. It also sets up strong reverse mixups when blocked. OS JG, QI A+BB, Shoryuken, and backdash are all effective means of continuing to run the Algol vortex.
4A+B has fairly shitty recovery and will lead to a free whiff punish for the opponent if they wait for it, but the bubbles do occupy a decent amount of space for a time and have the added benefit of obscuring the camera at some angles, which can make navigating through 8A+B bubble mazes a nightmare. Bubbles aren't an effective keepout tactic anymore (although 8A+B after knockdowns is great for stalling and stopping run ins), but in situations where the round goes to whoever lands the first hit, they're invaluable.